mtd/PCs/player_movement.gd

233 lines
8.0 KiB
GDScript

class_name PlayerMovement extends Node
@export var player: CharacterBody3D
@export var head: Node3D
#Most of the default values are based primarily on minecraft, but the
#movement code does not replicate how movement in minecraft works
@export_category("Movement")
@export_subgroup("Basic")
@export var hard_speed_limit: float = 4.317
@export var toggle_sprint: bool = false
@export var limit_sprint_to_forward: bool = true
@export var sprint_boost: float = 1.3
@export var acceleration: float = 0.9
@export var friction_percentage: float = 0.15
@export var air_drag: float = 0.03
@export_range(0.0, 90.0) var max_look_down_angle: float = 90.0
@export_range(0.0, 90.0) var max_look_up_angle: float = 90.0
@export_range(0.0, 1.0) var air_control: float = 0.2
@export var climb_speed: float = 3.0
@export_subgroup("Jump")
@export var enable_jumping: bool = false
@export var min_height: float = 1.25
@export var max_height: float = 1.25
@export var time_to_peak: float = 0.3
@export var time_to_floor: float = 0.3
@export_subgroup("Crouch")
@export var enable_crouching: bool = false
@export var standing_collider: CollisionShape3D
@export var crouching_collider: CollisionShape3D
@export var crouch_shapecast: ShapeCast3D
@export_category("Look")
@export_range(1.0, 100.0) var sensitivity: float = 28.0
@export var invert_y: bool = false
@export var invert_x: bool = false
@onready var jump_velocity: float = (2 * max_height) / time_to_peak
@onready var jump_gravity: float = (-2 * max_height) / pow(time_to_peak, 2)
@onready var fall_gravity: float = (-2 * max_height) / pow(time_to_floor, 2)
@onready var time_to_min_peak: float = (clampf(min_height, 0.0, max_height) / max_height) * time_to_peak
@onready var min_jump_gravity: float = (-2 * clampf(min_height, 0.0, max_height)) / pow(time_to_min_peak, 2)
var ragdoll: bool = false
var paused: bool = false
var zoom_factor: float = 1.0
var input_vector: Vector2 = Vector2.ZERO
var look_vector: Vector2 = Vector2.ZERO
var joystick_deadzone: float = 0.12
var can_sprint: bool = true
var sprint_zoom_factor: float = 0.08
var sprinting: bool = false
var jump_held: bool = false
var is_in_climb_zone: bool = false
var hold_climb: bool = false
var ragdoll_grace_period_length: float = 0.5
var ragdoll_grace_period_elapsed: float = 0.0
var crouching: bool = false
var prev_crouch_height: float = 0.0
var new_crouch_height: float = 0.0
var default_camera_height: float = 0.0
var change_crouch: bool = false
var head_angle: float = 0.0
var look_sens: float :
set(_value):
return
get:
return sensitivity / 40000.0
func _ready() -> void:
default_camera_height = head.position.y
func get_gravity() -> float:
if jump_held:
return jump_gravity if player.velocity.y > 0.0 else fall_gravity
return min_jump_gravity if player.velocity.y > 0.0 else fall_gravity
func apply_ragdoll(vector: Vector3) -> void:
ragdoll = true
player.velocity = vector
print(vector)
func _physics_process(delta: float) -> void:
if !is_multiplayer_authority():
return
if ragdoll:
player.velocity += Vector3.DOWN * 9.81 * delta
ragdoll_grace_period_elapsed += delta
if player.is_on_floor() and ragdoll_grace_period_elapsed >= ragdoll_grace_period_length:
ragdoll_grace_period_elapsed = 0.0
ragdoll = false
player.move_and_slide()
return
var result_vector: Vector2 = input_vector * acceleration
if !player.is_on_floor():
result_vector *= air_control
var velocity: Vector2 = Vector2(player.velocity.x, player.velocity.z)
var down_velocity: float = player.velocity.y
var movement: Vector3 = ((player.transform.basis.z * result_vector.y) + (player.transform.basis.x * result_vector.x))
if player.is_on_floor():
velocity = velocity.limit_length(velocity.length() * (1.0 - friction_percentage))
velocity = velocity.limit_length(velocity.length() * (1.0 - air_drag))
velocity += Vector2(movement.x, movement.z)
velocity = velocity.limit_length(hard_speed_limit * sprint_boost if sprinting else hard_speed_limit)
if !is_in_climb_zone:
if !player.is_on_floor():
player.velocity = Vector3(velocity.x, down_velocity + (get_gravity() * delta), velocity.y)
else:
player.velocity = Vector3(velocity.x, down_velocity, velocity.y)
else:
if jump_held:
player.velocity = Vector3(velocity.x, climb_speed, velocity.y)
elif hold_climb:
player.velocity = Vector3(velocity.x, 0.0, velocity.y)
else:
player.velocity = Vector3(velocity.x, -climb_speed, velocity.y)
if change_crouch:
if !crouching:
standing_collider.disabled = true
crouching_collider.disabled = false
crouching = true
else:
standing_collider.disabled = false
crouching_collider.disabled = true
crouching = false
change_crouch = false
player.move_and_slide()
func _process(_delta: float) -> void:
if !is_multiplayer_authority():
return
if paused:
input_vector = Vector2.ZERO
return
can_sprint = true
input_vector = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward")
if limit_sprint_to_forward and input_vector.y >= 0:
can_sprint = false
if toggle_sprint:
if Input.is_action_just_pressed("Sprint"):
sprinting = !sprinting
else:
sprinting = Input.is_action_pressed("Sprint")
if !can_sprint:
sprinting = false
if enable_jumping:
if Input.is_action_just_pressed("Jump") and player.is_on_floor() and !is_in_climb_zone:
player.velocity.y = jump_velocity
jump_held = true
if Input.is_action_just_pressed("Jump") and is_in_climb_zone:
jump_held = true
if Input.is_action_just_released("Jump"):
jump_held = false
if enable_crouching:
if Input.is_action_just_pressed("Crouch"):
if !crouching:
prev_crouch_height = 0.0
new_crouch_height = default_camera_height
change_crouch = true
elif !crouch_shapecast.is_colliding():
tween_head_height(default_camera_height + 0.2)
change_crouch = true
if crouching:
crouch()
if Input.is_action_just_pressed("Crouch") and is_in_climb_zone:
hold_climb = true
if Input.is_action_just_released("Crouch") and is_in_climb_zone:
hold_climb = false
look_vector.x = Input.get_joy_axis(0, JOY_AXIS_RIGHT_X)
look_vector.y = Input.get_joy_axis(0, JOY_AXIS_RIGHT_Y)
if look_vector.length_squared() <= joystick_deadzone:
look_vector = Vector2(0.0, 0.0)
player.rotation.y -= look_vector.x * 0.02
head_angle -= look_vector.y * 0.02
head_angle = clamp(head_angle, deg_to_rad(-max_look_down_angle), deg_to_rad(max_look_up_angle))
head.rotation.x = head_angle
func enable_climbing() -> void:
is_in_climb_zone = true
func disable_climbing() -> void:
is_in_climb_zone = false
hold_climb = false
func crouch() -> void:
var lowest_crouch_point: float = default_camera_height
for collider: Dictionary in crouch_shapecast.collision_result:
var point: Vector3 = collider["point"]
if crouch_shapecast.global_position.distance_to(point) + 0.6 < lowest_crouch_point:
lowest_crouch_point = crouch_shapecast.global_position.distance_to(point) + 0.6
if !crouch_shapecast.is_colliding():
lowest_crouch_point = default_camera_height
if abs(lowest_crouch_point - new_crouch_height) > 0.05:
new_crouch_height = lowest_crouch_point
if abs(new_crouch_height - prev_crouch_height) > 0.05:
tween_head_height(new_crouch_height)
prev_crouch_height = new_crouch_height
func tween_head_height(height: float) -> void:
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_IN)
tween.set_trans(Tween.TRANS_QUAD)
tween.tween_property(head, "position", Vector3(0.0, height - 0.2, 0.0), 0.1)
func _unhandled_input(event: InputEvent) -> void:
if !is_multiplayer_authority():
return
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
player.rotation.y -= event.relative.x * (look_sens / zoom_factor) * (-1 if invert_x else 1)
head_angle -= event.relative.y * (look_sens / zoom_factor) * (-1 if invert_y else 1)
head_angle = clamp(head_angle, deg_to_rad(-max_look_down_angle), deg_to_rad(max_look_up_angle))
head.rotation.x = head_angle
elif event is InputEventJoypadMotion:
if event.axis == JOY_AXIS_RIGHT_X:
look_vector.x = event.axis_value
elif event.axis == JOY_AXIS_RIGHT_Y:
look_vector.y = event.axis_value